Impressions I've been hearing thus far include....- 61 chapters long.- 2 route splits.- Secret weapons for the Masoukishin crew.- Roar and Axel are mutually exclusive.- Which likely means that Afimi is only going to show up with Axel around.- And this supposedly means that Roar gets Banchobot in compensation.- This is like watching the OG Enterprise light up the night sky in Star Trek III (spoilers obviously).- Also I like how they handled some of the 'chieveos.

As for some of the new gameplay mechanics....- It seems that I called it in regards to those equipable skills that require having three of a kind to get their effect requiring a high level of sperg to manage on more than one person.- The twin twins attack (or whatever the hell its called) has a mess of requirements including the leading attacker having the Leadership skill (unbuyable), requires at least 140 will for every participant, costs 10 will to each participant to use, and can only use attacks with an F symbol next to it, which obviously means that everybody needs at least one attack with an F symbol.

I'm on scenario 16 and almost every scenario has been easy, boring filler. Move forward, slap around some grunts, then kick an easy bosses ass. I dunno what they're doing with the plot but the gameplay isn't up to par. I'm hoping the game heats up soon because 16 scenarios of grunt filler is not cool. The animations are amazing but can't carry the game on their own.

On the ability slot system, I've kept it simple and stuck with 3 of the same on one pilot or robot. I haven't bothered trying to mix and match as it doesn't seem like there's much benefit so far, and as you noted it can get complicated. I'm not too hot on the system.. overall it's pretty ignorable so far.

I haven't managed to pull off a "maximum break", partly because the scenarios so far end too quickly, partly because I haven't had the need to set one up yet. Fleeing bosses retreat at very low (7-8k) HP values so it's rarely a struggle to do enough damage.

I've got a playthrough log up on gamefaqs. It's a pretty easy SRW/tactics game overall, although it's difficult to fully grasp the game mechanics without Japanese/SRW knowledge. I really doubt it will see an English release.

After the first 16 filler stages, things heat up a bit, but it doesn't get going until halfway through. Too many filler stages imo. The animations are amazing though.

At least Setsuna will have some other fellow Gundams to talk to at least. But yeah, when your best Gundam is an SD Gundam you're officially scraping the bottom of the barrel. At least Dunbine and Tobikage are getting back into a new SRW (been at least a decade since Impact).

At this point, I almost want that confirmed series list to be correct and feature Kishin Houkou Demonbane instead of Zamna Taisei Demonbane just to see how they'll handle the shenanigans that is Crisis of Infinite Demonbanes.

I don't recognize too many series in UX, but at least mazinkaiser's in it. Was hoping for full metal panic or tekkaman blade again. As for OG2, I just got Sanger and up to stage 16. Just curious if the skills do anything while not equipping 3 of the same on a person.

Yeah, I would've loved Tekkaman and/or FMP in a voiced SRW. I'm more a fan of the old school mecha shows so the more recent SRW games have been less appealing to me. I guess I should get around to actually watching some of them.

Looking forward to UX along with my new imported Japanese 3DS. It cost $330 US after shipping, but if the 3DS gets more good import games it will be worth it. I wanted to import a 3DS XL but that cost about $80 more so I had to settle with the cheaper one.

I finished 2nd OG ex-hard, and finished the video playthrough log as well.